Hey guys. Awesome client im beyond excited to get some work in and hopefully feature it on my shard in the future. Quick question. My custom map and artwork, i depend on the client drawing the Art tile on certain parts of the map as i do not have custom textures made for them. I notice XNA wants to draw everything on the terrain using client textures instead of Art tiles that are sitting flat and not stretched? Is there a way to get it to correctly draw my map?

@ZaneDubya Hey guys. Awesome client im beyond excited to get some work in and hopefully feature it on my shard in the future. Quick question. My custom map and artwork, i depend on the client drawing the Art tile on certain parts of the map as i do not have custom textures made for them. I notice XNA wants to draw everything on the terrain using client textures instead of Art tiles that are sitting flat and not stretched? Is there a way to get it to correctly draw my map?

@ZaneDubya it would be handy to have a RunUO fork repository that has been configured and patched to work with the suggested UOML data as it would help me identify problems that could be caused by the port and not my inability to configure RunUO

and probably overall would help debugging issues when everyone could test against a known server

like "clone this and point it at the clean UOML installation"

it makes it a bit inconsistent that the targeted client version isn't the same as the UOML stock client so having that would be super

@hifi I'm not going to post a RunUO fork because you only need to change three lines to have it work with the ML dataset. Here's a quick two step how-to: (1) Download any reasonably recent version of RunUO. The most current release, 2.6, works. So does 2.3-2.5. Probably earlier ones as well. (2) Change the three lines indicated at this page https://github.com/ZaneDubya/UltimaXNA/wiki.

You'll need to start with a fresh RunUO download if you've tried to run it without making those three changes first.

A lot of the heavy-duty simulation pieces in the game eventually got turned off or toned down to more smoke-and-mirrors implementations. A great example of one that was mostly non-functional by the time I joined the game was the "city guards love pastries" logic, wherein cityguards (cops) would nonchalantly follow players who possessed pastries (donuts)... a lot of very cool stuff, but also expensive in terms of simulation.

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